WO2017014251A1 - 言語練習用装置、言語教材、および言語練習用プログラム - Google Patents
言語練習用装置、言語教材、および言語練習用プログラム Download PDFInfo
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- WO2017014251A1 WO2017014251A1 PCT/JP2016/071343 JP2016071343W WO2017014251A1 WO 2017014251 A1 WO2017014251 A1 WO 2017014251A1 JP 2016071343 W JP2016071343 W JP 2016071343W WO 2017014251 A1 WO2017014251 A1 WO 2017014251A1
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/67—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
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- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B19/00—Teaching not covered by other main groups of this subclass
- G09B19/06—Foreign languages
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- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B7/00—Electrically-operated teaching apparatus or devices working with questions and answers
- G09B7/02—Electrically-operated teaching apparatus or devices working with questions and answers of the type wherein the student is expected to construct an answer to the question which is presented or wherein the machine gives an answer to the question presented by a student
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- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B7/00—Electrically-operated teaching apparatus or devices working with questions and answers
- G09B7/06—Electrically-operated teaching apparatus or devices working with questions and answers of the multiple-choice answer-type, i.e. where a given question is provided with a series of answers and a choice has to be made from the answers
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- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B7/00—Electrically-operated teaching apparatus or devices working with questions and answers
- G09B7/06—Electrically-operated teaching apparatus or devices working with questions and answers of the multiple-choice answer-type, i.e. where a given question is provided with a series of answers and a choice has to be made from the answers
- G09B7/066—Electrically-operated teaching apparatus or devices working with questions and answers of the multiple-choice answer-type, i.e. where a given question is provided with a series of answers and a choice has to be made from the answers with answer indicating cards, blocks
Definitions
- the present invention relates to a language practice device, a language teaching material, and a language practice program, and more particularly to a device, a teaching material, and a program that provide a learner with an opportunity to use a language.
- Patent Documents 1 to 11 listed below describe tools for practicing foreign languages.
- the present invention aims to provide a language learner with an opportunity to practice the language efficiently and maintain the motivation of the language learner.
- the present invention includes a question providing unit that provides a question to a learner in a language to be learned, an answer recognition unit that recognizes an answer to the question, and an execution unit that executes a game based on the answer.
- the unit is configured to execute element steps constituting the game based on a linguistic evaluation of the answer.
- the element step includes, based on a linguistic evaluation of the answer, a progress step for determining a travel direction or a travel distance of the piece used in the game, and a position of the piece according to the travel step.
- a position determination step for determining wherein the question providing unit provides a question element for determining the traveling direction or a question element for determining the traveling distance as the question.
- the present invention includes a card bundle including a plurality of cards and a field in which a graphic for indicating the progress of the game is shown.
- Each card has a question for a learner or a learner. Information for identifying a predetermined question is described, and the question includes contents for executing element steps constituting the game.
- the element step includes a progress step for determining a travel direction or a travel distance of the pieces on the field
- the question includes a question element for determining the travel direction or the travel distance.
- the present invention also provides a computer with a question providing process for providing a question to a learner in a language to be learned, an answer recognition process for recognizing an answer to the question, and an execution process for executing a game based on the answer.
- the execution process is a process for executing an element step constituting the game based on a linguistic evaluation of the answer.
- FIG. 1 It is a figure which shows the apparatus for foreign language practice which concerns on embodiment of this invention. It is a figure which shows the example of the game field and piece displayed on a display part. It is a figure which shows the example of the image displayed on a display part during the progress of a golf game. It is a figure which shows the example of the direction content card displayed on a display part. It is a figure which shows the example of the club content card displayed on a display part. It is a figure which shows the example of the club distance card
- FIG. 1 shows a foreign language practice device according to an embodiment of the present invention.
- the foreign language practice device facilitates conversation between the teacher and the learner, or carries out conversation with the learner through voice recognition processing.
- the foreign language practice device advances the game according to the conversation evaluation result input from the teacher or the evaluation result of the device itself.
- the foreign language practice device includes a device main body 18, a storage unit 28, an operation unit 10, a speaker 12, a microphone 14, and a display unit 16.
- the apparatus main body 18 includes an electric circuit for connecting the operation unit 10, the speaker 12, the microphone 14, and the display unit 16.
- the operation unit 10 may include an input device such as a mouse, a keyboard, or a trackball.
- the display unit 16 includes a device that displays an image, such as a display.
- the display unit 16 may be a touch screen including a capacitance sensor as a part of the operation unit 10.
- the display unit 16 may be a device that projects a hologram.
- the apparatus main body 18 is constituted by a computer.
- the apparatus body 18 executes the following processing based on the foreign language practice program stored in the storage unit 28. That is, the apparatus body 18 displays a question in a foreign language on the display unit 16 in accordance with the operation on the operation unit 10.
- the teacher reads the displayed question and the learner answers the question aloud.
- the teacher evaluates the fluency, accuracy, etc. of the answer, and inputs the evaluation result to the apparatus main body 18 by operating the operation unit 10. Evaluation of fluency of answers includes smoothness of utterance in addition to the speed of answers.
- the device main body 18 advances the game according to the evaluation result.
- the apparatus main body 18 may execute the questions and evaluation based on the execution of the foreign language practice program. That is, the apparatus main body 18 outputs a question from the speaker 12 in accordance with an operation on the operation unit 10. The learner answers the question aloud. The device main body 18 recognizes the voice detected by the microphone 14, evaluates the fluency, accuracy, etc. of the answer, and proceeds the game according to the evaluation result. When the game progresses, the apparatus main body 18 displays guidance information for the learner or teacher and the progress of the game on the display unit 16.
- the game is played using a game field in which each figure such as a start, a goal, a course, etc. is shown as a figure for indicating the progress of the game. For example, each time a conversation is evaluated, a piece (piece) placed on the game field is moved by a direction and a distance corresponding to the evaluation result, and the piece reaches the goal with as little conversation as possible.
- An example of such a game is a golf game.
- the game field and the piece may be provided as real objects separately from the foreign language practice device, or may be displayed as images on the display unit 16.
- the game field may be formed in a sheet shape with paper, vinyl, rubber, or the like, or may be formed in a board shape with plastic, wood, or the like.
- the game field may be a magnet plate, a cork board, a white board, a blackboard, or the like.
- the processor included in the apparatus main body 18 constitutes a question providing unit 20, an answer recognition unit 22, an execution unit 24, and an image generation unit 26 based on a foreign language practice program stored in the storage unit 28.
- the question providing unit 20 generates question information based on the operation performed in the operation unit 10. Then, the question is displayed on the display unit 16 or the question is output from the speaker 12.
- the answer recognition unit 22 recognizes the answer based on the character input from the operation unit 10 or recognizes the voice detected by the microphone 14 as the answer.
- the execution unit 24 obtains the position of the piece on the game field based on the answer recognized by the answer recognition unit 22.
- the image generation unit 26 generates image data corresponding to the progress of the game, and displays an image based on the image data on the display unit 16.
- FIG. 2 shows an example of a game field 36 and pieces 38 displayed on the display unit 16 during the progress of the game.
- a plurality of piece arrangement points are defined on the game field 36.
- a grid with a plurality of vertical lines drawn in parallel and a plurality of horizontal lines drawn in parallel is drawn.
- One grid of the grid represents one piece placement point.
- the piece 38 is first placed at the start position 44. Each time the conversation is evaluated, the piece 38 moves by the direction and distance (number of piece placement points) according to the evaluation result.
- the goal area 42 is an area including a plurality of piece arrangement points. Along with the conversation and its evaluation, the piece 38 moves on the game field 36. The game ends when the piece 38 enters the goal area 42.
- the winner is the person who has reached his / her piece 38 in the goal area 42 with the least number of conversations.
- a rule may be established so that a higher score can be obtained as the piece 38 reaches the goal area 42 with a smaller number of conversations, and the game can be enjoyed regardless of the number of learners.
- FIG. 3 shows an example of an image displayed on the display unit 16 during the progress of the golf game.
- a bundle of direction content cards 30, a bundle of club content cards 32, and a bundle of club distance cards 34 are displayed as a bundle of language cards.
- Each card contains information that defines a conversation that can proceed between the teacher and the learner. That is, the direction content card 30 includes information defining a conversation for determining the direction of the ball.
- the club content card 32 describes information that defines a conversation for the learner to determine the type of golf club.
- the club distance card 34 contains information defining a conversation for determining the ball flight distance. For example, in the table of each card, questions read by the teacher and answer options are described, and information serving as a guideline for the teacher to evaluate the answer is described on the back of each card. The description content of each language card will be described later.
- the language card is selected and displayed as follows, for example. That is, a click with the mouse is performed in a state where the cursor 39 is positioned on the bundle of language cards, and the front side of the language card is displayed on the display unit 16. When the cursor 39 is positioned on the language card that is in the display state and the mouse is further clicked, the back side of the language card is displayed on the display unit 16. The teacher and the learner progress the game based on the display contents of the language card. When the display unit 16 is a touch screen, the language card is selected by touching the learner or teacher's finger instead of clicking with the mouse.
- the apparatus body 18 outputs a question from the speaker 12 and recognizes the answer via the microphone 14. In this case, the front and back of the language card may not be displayed on the display unit 16.
- the game field 36 and the piece 38 are displayed on the display unit 16.
- the piece 38 is a ball.
- the game field 36 and the piece 38 may be displayed as shown in FIG. 2 in another window.
- the evaluation sheet 40 describes (marks) the evaluation results for each conversation. This description may be performed by an operation by a teacher or may be performed by the apparatus main body 18. As will be described later, the direction and distance of the ball as the piece 38 may be influenced according to the evaluation result.
- FIG. 4A shows an example of a directional content card displayed on the display unit 16.
- the English text “What direction are you going? ⁇ ⁇ ⁇ “ is shown as a question to visit directions in the form of are--ing and read by the teacher. Below that are listed multiple answer options. Underlined options indicate that the selection was made by the operation of the teacher who heard the learner's answer.
- On the reverse side as an example of a correct answer, an English sentence “I am going straight.“ Is shown and referred to by the teacher. Here, the answer “I am going straighty.” By the learner is incorrect.
- an English sentence “ ⁇ Incorrect ⁇ ⁇ ⁇ ⁇ Accuracy X” indicates that the learner's answer is incorrect based on the teacher's operation.
- the direction of the ball is determined by conversation using the direction content card.
- the front and back of the direction content card may not be displayed before and during the conversation. Then, the front or back of the direction content card may be displayed after one round-trip conversation is performed. In this case, the underlined portion of the description in the direction content card may be displayed by the processing of the apparatus main body unit 18.
- FIG. 4B shows an example of a club content card displayed on the display unit 16.
- the English text “What club are you taking?“ Is shown as a question sentence to visit the golf club to be used in the form of are--ing and read out by the teacher.
- the choices are: Driver, 3 iron, 5 iron, 7 iron, strong wedge (Strong Wedge), average wedge (Average Wedge), weak wedge (Weak Wedge), strong putter (Strong) Putter), average putter (Average Putter), or weak putter (Weak Putter) is selected according to the English text on the left of these options. Underlined options indicate that the selection was made by the operation of the teacher who heard the learner's answer.
- the English text “I am taking the ----” is shown and referred to by the teacher.
- the back of the club content card indicates that the learner's answer is correct by the English text “ ⁇ Correct Accuracy O“ based on the teacher's operation.
- the type of golf club used by the learner is determined by the conversation using the club content card.
- the club content card may not be displayed before and during the conversation.
- the club content card may be displayed after one round-trip conversation is performed.
- the underlined portion of the description on the club content card may be displayed by the processing of the apparatus main body 18.
- FIG. 4C shows an example of the club distance card displayed on the display unit 16.
- the club distance card is a card in which the flight distance is associated with the golf club selected by the club content card.
- the table of club distance cards includes Driver, 3 Iron, 5 Iron, 7 Iron, Strong Wedge, Average Wedge, Weak Wedge It is shown to be a card for 11 types of golf clubs: Strong Putter, Average Putter, and Weak Putter.
- the flight distance is shown as in driver 200 yards (Driver 200 yards).
- the club distance card determines the flight distance corresponding to the golf club used by the learner.
- curd which gathered the flight distance with respect to 11 types of golf clubs was taken up, the club distance card
- the contents of the direction content card, the club content card, and the club distance card are stored in the storage unit 28 and appropriately read out by the apparatus main body unit 18.
- the question on each card may be a solicitation-type bag question. For example, “Why don't you go right?”, “How about going right?”, “Why don't you use the 2 iron?”, “How about using the 2 iron?“ , “How do you you feel” about “using” the “2” iron ”, etc.
- FIG. 5 shows a sequence chart of processing executed by the foreign language practice device for the learner.
- the device main body included in the foreign language practice device executes the sound generation / recognition processing.
- the learner makes initial settings for the foreign language practice device by operating the operation unit (S101 and S102).
- the initial setting includes, for example, setting the size of the goal area and initializing the contents of the evaluation sheet.
- the foreign language practice device displays a bundle of language cards on the display unit (S103).
- the learner operates the operation unit to select the language card displayed on the display unit (S104). For example, when the operation unit includes a mouse, this selection is performed by clicking the mouse with the cursor placed on the language card.
- the direction content card, the club content card, and the club distance card are selected in this order in the repetition of the conversation process (SC) defined later.
- step (S104) one of these language cards is selected.
- the foreign language practice device outputs a question from the speaker according to the selected language card (S105).
- the learner answers the question uttered from the speaker aloud (S106).
- the foreign language practice device recognizes the voice detected by the microphone and evaluates the fluency, accuracy, etc. of the answer (S107). Fluency includes the speed of answers and the smoothness of utterances. The speed of the answer is evaluated, for example, by measuring the time from when a question is issued from a speaker until the answer is completed by a timer provided in the apparatus main body 18 and based on the measured time.
- the fluency speed of answer and smoothness of utterance
- accurate Evaluation may be performed on such things.
- the timer may not be used.
- the degree of approximation between the recognized speech data and the standard speech data is obtained based on, for example, the correlation value between the time waveform indicated by the recognized speech data and the time waveform indicated by the standard speech data.
- the conversation process including language card selection (S104), question (S105), answer (S106), and answer evaluation (S107) includes a plurality of steps required to determine the position of the piece in the next step S108. Repeat until an answer is obtained.
- the conversation process when the direction content card is selected as the language card the conversation process when the club content card is selected as the language card
- the club distance content card the language card
- the position of the piece is determined by three conversation processes of the conversation process when is selected.
- the foreign language practice device updates each evaluation result by reflecting each evaluation result on the evaluation sheet (S108). Also, the foreign language practice device determines the position of the piece based on the contents of each answer and each evaluation result (S109). For example, when the game is a golf game, the position of the ball as a piece is determined based on the direction content card, the club content card, and the club distance content card used in the conversation process. In other words, the direction of the ball and the flight distance according to the selected golf club are determined by conversation using these language cards, and the position of the ball is determined. As will be described later, the direction and the flight distance of the ball may be changed based on each evaluation result in the conversation process.
- the foreign language practice device may execute the following process. That is, the foreign language practice device sets an optimum course from the current position of the piece 38 in FIG. 2 to the goal area 42.
- the optimum course is, for example, a straight line.
- a new position of the piece 38 is determined along the optimum course.
- the piece 38 is placed at a position deviating from the optimum course. Determine a new location.
- the foreign language practice device determines whether or not the piece on the game field has reached the goal area (S110). When the piece has not reached the goal area, the foreign language practice device returns to the process of step S103 and displays a bundle of language cards on the display unit. On the other hand, if the piece reaches the goal area, the foreign language practice device ends the game.
- the apparatus main body 18 provided in the foreign language practice apparatus shown in FIG. 1 includes a question providing unit 20 that provides a question to the learner in a language to be learned, and an answer recognizing unit 22 that recognizes an answer to the question. And an execution unit 24 that executes the game based on the answer.
- the execution unit 24 executes element steps constituting the game based on linguistic evaluation such as fluency and accuracy of answers.
- the element step includes a step of determining the direction of the piece (traveling direction) based on the linguistic evaluation of the answer, and a flight distance (traveling distance) according to the golf club based on the linguistic evaluation of the answer.
- the progress step is determined.
- the element step includes a position determining step for determining the position of the piece in accordance with the progressing step.
- the question providing unit 20 provides a question element for determining the traveling direction or a question element for determining the traveling distance as a question based on the description of the language card.
- step S107 the example in which the fluency (speed or smoothness of utterance) and accuracy of the answer are evaluated in step S107 has been described.
- the evaluation may be performed on at least one of answer speed, utterance smoothness, and accuracy.
- the foreign language practice device may constitute a game in which one of a plurality of learners plays a teacher role and a plurality of learners compete including a learner who plays the teacher role.
- at least one of speed, smoothness of utterance, and accuracy may be evaluated for the question of the learner who plays the teacher role.
- the foreign language practice device may constitute a game in which one of a plurality of learners plays a teacher role and a plurality of learners compete including a learner who plays the teacher role.
- at least one of speed, smoothness of utterance, and accuracy may be evaluated for the question of the learner who plays the teacher role.
- the tables of the direction content card and the club content card choices of expressions for questions of learners who are teachers are described. The back of these cards shows which of the options is correct so you can evaluate the questions asked by the teacher learner.
- T / F test two alternatives are executed by setting two options on the front of each card and indicating which of the two options is correct on the back. May be.
- the table of each card may include a question in a format for filling a blank, a question in a format for finding an error, a question in a format for selecting a correct expression, and the like.
- FIG. 6 illustrates the language card selected in the two shots # 1 and # 2 and the game progress.
- the direction content card table in the first shot # 1 shows the question “What direction are you going?“ And the answer ““ I am straight. ”.
- the correct answer is “I am going straight.”, Indicating that the answer is incorrect.
- the table of club content cards in the first shot # 1 shows that the question “What club are you taking?“ Was answered and “I am taking the Weak Wedge.“ Was answered.
- the back of the club content card shows that the answer is correct.
- “Weak Wedge Distance: 20yds” is described, which indicates that the flying distance of the weak wedge is 20 yards. In this way, in the first shot # 1, it is determined that the ball flies straight at a flight distance of 20 yards.
- the same game progress is illustrated for the second shot # 2. That is, the table of direction content cards in the second shot # 2 shows that the question “What direction are you going?“ Has been answered and “I am going straight.“ Has been answered. On the back of the directional content card, the correct answer is “I am going straight.”, Indicating that the answer is correct.
- the table of club distance cards in the second shot # 2 shows that the question “What club are you taking?“ Was answered and “I am taking the Week Putter.“ Was answered.
- the back of the club content card shows that the answer is correct.
- “Weak Putter Distance 2yds” “is indicated, indicating that the flight distance of the weak putter is 2 yards. In this way, in the second shot # 2, it is determined that the ball flies straight at a flight distance of 2 yards.
- FIG. 7 shows a conversation using a direction content card “What direction are you going to go?”, “I am going to go right.“ And a conversation using a club content card Take? “ ⁇ “ I am going to take the driver. “is shown.
- a type of card is added and a conversation regarding the position, start, place, state, whether to continue, and the flight distance is performed.
- As the conversation about the position “What position are you going to take?“ ⁇ “I am going to take position # 2.“ Is shown.
- As the start conversation “Are you going to start?”, “Yes, I am going to start.“ Is shown.
- the game may be started with the expression “Are you going to pitch / hit?”. Also, if the learner's intention to start is clear, the game can be started with the expression “Are you going to start?“ Or “Will you move?” Furthermore, the game may be started by a general "What What are you? Going" to "do ??”
- FIG. 8 illustrates an evaluation sheet.
- This evaluation sheet changes and influences the direction and flight distance of the ball determined according to each language card based on each evaluation result in the conversation process.
- This evaluation sheet is used, for example, when determining the position of the piece in step S109 in FIG.
- fluency and accuracy are evaluated as linguistic evaluation items. Answering one question within 60 seconds is the goal of fluency. In addition, the correctness from the viewpoint of widely used idiomatic expressions, idioms, grammars, etc. is the goal of accuracy. Also, it may be evaluated whether polite expression or fold expression by “would”, “could”, “might” etc. can be used.
- the learner takes 62 seconds to answer according to the direction content card. Since this is longer than the target of 60 seconds, the fluency rating is a failing “X”. In addition, the learner has been evaluated as failing “X” for the answer according to the direction content card. Furthermore, the learner takes 58 seconds to answer according to the club content card. Since this is the target of 60 seconds or less, the evaluation of fluency is a pass “O”. In addition, the learner is evaluated as having passed “O” for the answer according to the club content card.
- the learner takes 65 seconds to answer according to the direction content card. Since this is longer than the target of 60 seconds, the fluency rating is a failing “X”. In addition, the learner has been evaluated as failing “X” for the answer according to the direction content card. Further, the learner takes 45 seconds to answer according to the club content card. Since this is the target of 60 seconds or less, the evaluation of fluency is a pass “O”. In addition, the learner is evaluated as having passed “O” for the answer according to the club content card.
- the learner takes 45 seconds to answer according to the direction content card. Since this is the target of 60 seconds or less, the evaluation of fluency is a pass “O”. In addition, the learner has been evaluated as having passed “O” for the answer according to the direction content card. Further, the learner takes 40 seconds to answer according to the club content card. Since this is the target of 60 seconds or less, the evaluation of fluency is a pass “O”. In addition, the learner is evaluated as having passed “O” for the answer according to the club content card.
- the direction of the ball and the flight distance are determined according to the evaluation of the answer by the learner, and the evaluation of the answer by the learner works favorably or disadvantageously to the learner.
- all of the evaluations need not be reflected in the ball direction or flight distance.
- at least one of fluency (speed and smoothness) and accuracy may be reflected in the direction and flight distance of the ball.
- FIG. 9 shows the flow of conversation when an OK question card is added in addition to the direction content card and the club content card.
- the OK question card defines a conversation for reselecting the direction content card or the club content card between the learner and the teacher or between the learner and the foreign language practice device.
- the OK question card is selected after the direction content card or after the club content card.
- On the back of the OK question card there is an English sentence that the teacher or foreign language practice device answers in the confirmation content, such as “Yes, it is okay to choose again.”.
- FIG. 10 shows an example in which a two-part conversation using two types of club content cards is performed in contrast to a one-part conversation based on one type of club content card.
- the club content card is divided into two types, and a two-part conversation is performed using the two types of club content cards.
- a bundle of first-type club content cards and a bundle of second-type club content cards are provided.
- FIG. 11A, FIG. 11B, FIG. 11C, and FIG. 11D multiple types of questions indicated by the direction content card and the club content card are shown as version # 1 to version # 16.
- Fig. 12 shows the possibility of question replacement.
- the question or answer written in the right column (version # 2) is an expanded replacement of the question or answer written in the left column (version # 1).
- Part A shows the language replacement of the direction component and the club component.
- Language replacement replaces “V + ING” with “V + WILL”.
- Part B shows the extension of the component.
- Language substitution is also possible for two-part questions.
- Language substitution is also possible for a three-part question in the ingredient.
- the proposed question, Part C shows the type of special question in the direction component.
- Part D a special type of question in the club component is shown.
- Part E the language and shot cycle are long. The direction and club to go back and reselect will lengthen the language and shot cycle.
- the learner may remember the questions and answer options for each card.
- the original correct expression option is replaced with the incorrect expression option, or the incorrect expression option is added.
- a foreign language practice device may be configured.
- the description content of each card stored in the storage unit 28 is changed by the operation of the operation unit 10.
- the original correct expression option is replaced with an incorrect expression option, or an incorrect expression option is added.
- the card description may be rewritten.
- the foreign language practice device may change the difficulty level of the questions indicated by the direction content card and the club content card according to the evaluation of the answer. For example, when the evaluation of the answer by the learner is good, the difficulty level of the question shown next may be increased by the direction content card and the club content card. On the other hand, when the evaluation of the answer by the learner is not good, the difficulty level of the question shown next by the direction content card and the club content card may be lowered.
- each language card for advancing the questions and conversations shown in FIGS. 9 to 12 are stored in the storage unit 28 as a database.
- FIG. 13 shows an example of a composite card used in a one-card game.
- the composite card may be formed of paper, plastic, or the like, or may be displayed on the display unit 16 of the foreign language practice device.
- the composite card is a combination of the above-described direction content card, club content card, and club distance card.
- the compound card has a direction content section (Direction Contents section), a club content section (Club Contents section), and a club (distance) section (Club distance (Section) section).
- the columns # 1 to # 7 are described in the front of the composite card, and the columns # 8 to # 10 are described on the back of the composite card.
- the # 7 column shows the club (distance) section.
- the symbols “# 1” to “# 8” are shown, indicating that the flight distance for each of the first to eighth shots can be determined.
- “ ⁇ ??” is added as a flying distance in each column, and the club (distance) section in the # 10 column shown on the back side is referred to. It has been shown to be.
- the correct answer to the question in the direction content section is shown in the # 8 column. That is, accurate answers are shown for each of “LEFT”, “STRAIGHT”, and “RIGHT”. Furthermore, “ ⁇ ⁇ ⁇ ⁇ ACCURACY O” is shown for “ ⁇ I will go straight.”, Which is the answer made on the surface, indicating that the answer was correct.
- the correct answer to the question in the club content section is shown in the # 9 column. That is, accurate answers are shown for each of the 10 clubs. Furthermore, “ACCURACY O” is shown for “ ⁇ I will take the 3-iron”, which is the answer made on the surface, indicating that the answer was accurate.
- the # 10 column shows the club (distance) section.
- the symbols “# 1” to “# 8” are shown, and the flight distance for each of the first to eighth shots is shown.
- the flight distance in the first shot using the third iron is 200 yards.
- the flight distance in the third shot using the No. 7 iron is 130 yards
- the flight distance in the sixth shot using the strong wedge is 56 yards.
- the club, ball direction and flight distance used in each shot are determined by the conversation process using the composite card. In addition, the answer to the learner is evaluated.
- each flight distance described in the club (distance) section in the # 10 column may be set in advance by the foreign language practice device at random.
- each flight distance may be randomly determined in advance by a teacher or a learner.
- the ball flight distance is determined randomly. Therefore, the progress of the game is diversified, the game is more attractive to the learner, and the learner's willingness to learn is increased.
- the compound card may be divided into three types of cards. For example, a direction content section may be described on the back and front of the first card, a club content section may be described on the back and front of the second card, and a club (distance) section may be described on the back and front of the third card. Good.
- the composite card may be divided into two types of cards. For example, the direction content section and the club content section may be described on the back and front of the first card, and the club (distance) section may be described on the back and front of the second card.
- the foreign language practice device can provide the learner with an intuitive communication opportunity that does not involve translation work in the head. Moreover, the opportunity of active or passive communication according to the situation can be provided to the learner. Furthermore, it is possible to give the learner an opportunity to practice foreign language in a fun and efficient manner while pointing out inappropriate expressions and providing the learner with opportunities for repetitive practice. In addition, foreign language learning can be simplified. This allows learners to maintain their motivation to learn foreign languages and acquire the ability to communicate naturally and quickly.
- the foreign language practice device may be used for reading and writing practice.
- the question by the language card is displayed on the display unit 16, and the learner answers by inputting characters from the operation unit 10.
- Speaking practice and reading and writing may relate to other subjects such as mathematics and physics.
- the present invention may be used in a test strategy that tests standardized language skills, such as the TOEIC® test.
- the present invention can be used for learning foreign languages other than English. Furthermore, a child who has not acquired the native language may be used for learning the native language.
- each language card, game field 36, evaluation sheet 40, etc. displayed on the display unit 16 may be actual language teaching materials printed on a sheet-like print medium such as paper or plastic.
- a human teacher plays the role of the foreign language practice device.
- the question displayed on the language card does not have to be a complete sentence, and may be information for the teacher to identify a predetermined question. That is, the question displayed on the language card may be an abbreviated sentence, a code, a symbol, a figure, a color, or the like that allows the teacher to recognize what question should be made.
- the learner and the teacher may appropriately omit the sentences described on the language card by remembering a part of the conversation in advance. In this case, a minimum abbreviation, code, symbol, figure, color, etc. necessary for the learner and teacher to proceed with the conversation may be described on the language card.
- Example 1 Below, the Example of this invention is described in detail.
- the foreign language practice device according to embodiments of the present invention can be incorporated into many games to teach, learn, review, use, test, reward, and enjoy language facts and concepts It is a language device. This device can be used by students learning a foreign language or children learning a native language.
- US Pat. No. 5,458,338 has a learning structure, cards and markers, but it is inferior to the present invention in applying a new language to conversation or real life, and lacks a game aspect that provides motivation.
- US Pat. No. 6,076,828 uses cards and develops language skills, but students return to language translation and sacrifice fluency.
- U.S. Pat. No. 5,458,338 does not have a structured conversational aspect. The lack of structure makes it unintuitive to understand the new language and ineffective to learn the new language.
- Games such as US Pat. No. 7,604,236 and US Pat. No. 4,890,844 give students only passive knowledge of words.
- US Pat. No. 7,604,236 only identifies and matches words or phrases with cards and board games, but does not allow students to actively use the new language.
- U.S. Pat. No. 7,604,236 is a card game, but its play is predictable, the language controls the ball with accuracy and fluency, and the results affect the game play. Different. In US Pat. No. 6,341,958, the learner can automatically switch off the need for translation and explanation like the inventor's device, but there is no game play.
- Square Enix in US Pat. No. 7,591,721 is a video game patent, not a language. Square Enix uses “a video game that applies certain rules to the progress of a game and penalizes when there is a rule violation”. This language system, like Square Enix, penalizes bad gameplay, but this language system also applies penalties for bad language use. Similarly, linguistic results affect shots and affect shot control.
- a system is needed to prevent learners from translating into and out of their native language when using a foreign language. What is needed is a system that allows language repetition. There is a need for a system that allows students to respond quickly so that students do not translate in their minds. What is needed is a system that requires passive and active use of language. A system that makes language learning intuitive is needed. There is a need for a system that increases learners' vocabulary through language replacement. What is needed is a system that gives learners immediate feedback. There is a need for a system that reviews and further develops previously learned languages. A system that incorporates the above and makes learning fun is required.
- the goal of the device is to stimulate language learning through games such as golf, other sports games or role play games.
- Language is used in language and shot cycles consisting of speaking components. Each component is measured in terms of accuracy and fluency using a new language for questions and answers.
- Ingredients are used to control the game, and the linguistic results of the ingredients affect the game or game control, thus increasing the motivation of the language learner.
- the labels in the device make learning intuitive and make learning fun.
- the golf grid is made up of boxes superimposed on the golf course, allowing students to mark their shots. Circular markers are used to mark the shot and count its score after the hole is finished. Shot arrows are used to select directions on the golf surface.
- a content card (language card) is used to move the ball and help the student move from the beginning to the end of the hall.
- a timer is used to measure the student's achievement of fluency goals.
- the language to study is selected from the content card.
- Content cards enable students to understand how questions and answers are made in a new language in the language and shot cycle.
- the language result record chart shows that language results (in terms of accuracy and fluency) affect the shot.
- the core of this device is the language and shot cycle as shown in FIG.
- Language and shot cycles incorporate language learning into golf.
- the language and shot cycle consists of components that have a language goal (defined by a label) and are organized into patterns for conducting golf conversations. Since labels define components, it is easy to introduce and replace languages. In each component, language is used to form questions and answers, the results are measured in terms of accuracy and fluency, and the results affect the shot. Finally, the number of components can be expanded or reduced.
- FIG. 14 shows how the language controls (progresses) the game.
- the game is influenced by the language. And how the environment provides motivation for good language usage.
- the learner uses this device from the start of the game (place of the first strike) and advances the ball until the end of the game (the ball is in the hole).
- Content Card is a unique way of representing components, and each content card has a large number of content cards. The type and number of content cards are selected based on the learner's language needs.
- Directional component the question and answer regarding direction determines the direction of the ball.
- the language is provided from the content card.
- Display directional content card the directional content card is displayed near the learner. The learner looks at the questions and answers.
- Lubric Component Questions and answers about the club using the content card determine the distance of the ball.
- Display club content card the directional content card is displayed near the learner. The learner looks at the questions and answers.
- A1 Mark new language locations and effects on shots.
- the ball is moved to a new position, and the language result (penalty) is applied to the shot, and the ball is moved according to a predetermined rule as seen in FIG.
- Select content card indicates the start of a new hole. This point is the same as point A.
- the content card enables language practice and shot control with direction components (direction control) and club components (distance control).
- direction components direction control
- club components distance control
- Content cards are a unique way of representing components, and each content card has a large number of content cards for the components. A large number of content cards test a unique way of representing components using various multiple choice cards.
- On the surface of the content card a clear language is used for questions and three possible answers. The correct answer is on the back.
- the language and shot cycle have two components: a direction component and a club component.
- the direction component has a bundle of direction content cards.
- the club component has a bundle of club content cards and a club distance card each.
- the goal is to move the ball from start to finish using the fewest number of shots by using the club card option table for reference.
- the following 11 sets of club distance cards can be used. : 3 sets of putters (weak power, average power, strong power), 3 sets of wedges (weak power, average power, strong power), 1 set of 9 irons, 1 set of 7 irons, 1 One 5-iron set, one 3-iron set, and one driver set.
- the language learner selects a direction choice from (left, straight, right), selects a language answer from a language multi-choice answer, and (left, straight) , Right) Check the answer on the back of the option.
- the learner selects one club from 11 club options on the club content card, selects one language answer from the three multiple choice answers, and checks the answer on the back side.
- club distance card distance is subject to standard deviation and other statistical rules within the card. Using statistical laws makes the game more reliable and gameplay is enjoyable for the learner.
- the club distance card pair can be used with any type of club content card pair.
- the content card there are at least four different versions of the content card, ie four multiple choice answer sets.
- the set of distance cards may be a complete golf club set and there may be more than one power distance for each club.
- the shot power may be determined by the following conversation. “What club are you using?” (“What club are you using?“), “I am using a 3 iron (180-200 yards)” (“I am using a 3- iron (180-200 yards). ”),“ How much power do you use? ”(“ How much power are you using? “),“ I used 80% (144-160 yards). ”(“ I am using 80% (144-160 yards). “)
- the descriptions of the club content card and the club distance card can be described on the same card.
- the computer can gather information about club content cards and card distance cards, and the database stores all responses and checks the responses immediately against the database.
- other types of cards with distance can be used to move the ball from start to finish, such as between two points or in a role play game.
- the golf club can be replaced with food.
- meat with much power is for long shots and lettuce with low power is for short shots.
- power shots may be determined from health foods and weak power shots may be determined from junk foods.
- the learner simply observes the language and shot cycle questions and answers, but the learner can still play the game.
- the learner can test knowledge and play a game by selecting one correct answer from a number of options.
- a learner can test knowledge and play a game by selecting two or more correct answers from a number of options.
- the learner can read the card, have no language test, and play the game.
- the learner can practice the language and play the game until they can ask and answer without looking at the card. However, they can use the card to confirm the answer. They can do this by preparing blank language cards for direction content cards, club content cards and club distance cards, or after they practice verbal questions and answers regarding direction and club components You can do this by simply using a club distance card.
- the teacher demonstrates the usage of the content card. Later, the learner reproduces the demonstration and uses the content card in the language and shot cycle and plays golf.
- the teacher demonstrates language usage in words and plays a game with a club distance card. Later, the learner reproduces the demonstration and simply uses the club distance card in the language and shot cycle and plays golf. Teachers assist languages as needed.
- a content card program in the database demonstrates the usage of the content card. Later, the learner reproduces the content card in the language and shot cycle and plays golf.
- the language learner selects multiple content cards for each component of language and shot cycle.
- the learner can mix various languages on the components in the hope of inducing errors from other learners.
- the learner reviews as a game tool.
- the language learner fills in the blank for the new language in the content card, checks the back answer, and plays the game.
- Language testing There are many possible ways to test that a learner's language knowledge is excellent.
- the learner plays a game and uses voice, touch screen, type or mouse clicks, or exchange of questions and answers on networks around the world.
- Language can be used in questions and answers.
- the means for testing may be a multiple choice, correct spelling, or finding the correct usage of a phrase, or removing a wrong phrase.
- variables such as spelling accuracy, correctness of honorific expression or correctness of language usage may be targeted and shot. May have an impact.
- the language learner reads the question aloud, reads the answer aloud, fills in the blank for the new language in the content card, reads the back answer aloud, and answers Check and play the game.
- the answer to the language card can be written on the blackboard or whiteboard behind the player and checked after selecting the answer.
- Language and shot cycle ( Figure 7)-an important tool in incorporating language learning into golf play for intuitive learning and repetitive practice
- Language and shot cycle consist of patterned language components .
- Each component has a defined label and language goal. That is, the components are organized into a pattern and encourage conversation about golf. Ingredients are used to fly and control the ball and talk about golf.
- Each component uses the language in questions and answers to test the language from the language card. The results of the questions and answers will affect the accuracy and fluency affecting the shot.
- Figure 7 shows the two versions of the language and the shot cycle. This is a cycle based on directional and club components.
- the upper part of FIG. 7 (short version) and the lower part of FIG. 7 (long version) show the cycle of moving the ball from start to finish by using a language.
- the goal of the direction component is to talk about selecting a direction and move the ball.
- the goal of the club component is to talk about selecting an appropriate club and move the ball.
- Predefining component language goals makes learning intuitive because “direction”, “club” and “distance” are visually linked to game play. These language choices navigate the game and take the place of a joystick or game controller. Note that an actual physical joystick may be used to control the game. Even in this case, the operation of the physical joystick may be influenced by the evaluation of the learner.
- other languages can be used to control the game as follows. How far do you fly it? / I hit it at a short distance / Average distance / Long distance. How much power do you use? I use a little power, I use some power, I use a lot of power.
- the component labels can use intuitive symbols to make learning more intuitive.
- the component label may be a native language and may be replaced with a foreign language after the learner has become familiar with the foreign language.
- the lower part of FIG. 7 is an embodiment different from the upper part of FIG. It expands the upper part of FIG. 7 by expanding the possibilities of other languages related to language and shot cycle. Additional components of language and shot cycle are as follows.
- the goal of the position component is to talk about selecting a position and start the game.
- the goal of the starting component is to talk about starting the game.
- the goal of the distance component is to speak about the distance of the ball as a result of selecting a club.
- the goal of the location component is to talk about where the ball is on the course.
- the goal of the state component is to talk about how the shot looks.
- the goal of the continuation component is to talk about continuing or stopping the game.
- the language learner or gamer After a good or bad shot, the language learner or gamer will want to speak or express a feel for that shot. Therefore, the “state” or “feel” component is intuitive in game play after a shot. Moreover, adding new components to the language and shot cycle should be done gradually so as not to frustrate the learner with too many languages.
- another component is added to the expanded language and shot cycle at the bottom of FIG. OK is another component (FIG. 9).
- the language goal of component “OK” is to seek permission and return to the previous component. If the learner's mind changes with the new component, or after an error, the learner can navigate the game better. The game is therefore more complex but more interesting.
- the OK before the starting component can be used as follows. Is it OK to start? OK can be used after the direction component or the club component to change the game play.
- general language components such as “speak” are added and the language and shot cycle are enhanced to enhance the language and shot cycle.
- the advantage of this general label is that some language structures cannot be simplified to a single phrase. Talking can be used to speak about the hall at the end of the language and shot cycle.
- Speaking components For example, the distance from the ball to the hole is 180 yards. 7 iron club range: 140-100 yards. Question: Is the shot too far for the 7 iron? Yes, it's too far for 7 irons.
- a general conversation may be inserted at any step of the shot cycle.
- talking can be used in front of each component with the goal of giving advice such as: “Do you probably want to go right?”.
- the language and the shot cycle end with “club”, and in the lower part of FIG. 7, the language and the shot cycle end with “distance” because the shot is shot after “distance”. Since the language is used for shot purposes, both are natural ends of the cycle. After the shot is the climax of the game, it is natural to end the end of the game cycle and hence end the language and shot cycle.
- a natural end of the cycle can occur, but it can be a “continue” time and can also be used with respect to the end of the shot cycle.
- language feedback may be performed after each cycle or after each hole or hole group.
- language and shot cycle can be a teaching tool for parents to teach children who have just started speaking their first language in their native language.
- the language and shot cycle can instead move the object around the board using dice or other objects with numbers.
- the language and shot cycle can be a software program, with a network of learners around the world forming social work, foreign language learners connected, learning, and together Allows you to play with.
- sponsors can invest in trademarks used in game fields.
- questions about sponsors can be used in the revenue model.
- learners can earn points for answering questions about sponsors.
- game makers have another source of revenue.
- language and shot cycle issues can be used to ask questions about players or clubs and golf brands. The answers to these questions can be used to gather marketing information about the brand.
- the language from the content card can be used to negotiate with the banner ad vendor or game sponsor.
- Banner advertisements on applications by sponsors can be used with this device.
- the language used in this device can be used for various advertisements and banners.
- language and shot cycle can be used to navigate the monopoly type of the game.
- language and shot cycle can be used to navigate between stages on the board.
- the language and shot cycle may not be used during the game activity / action screen.
- language and shot cycle can be used in role play games.
- language and shot cycle can be used for shooting games.
- the language and shot cycle can only be “direction”. That is, in the language and the shot cycle, at least one of the moving direction and the distance of the pieces is determined.
- each player draws a card from the “battle card” set, and they flip the card over.
- the player with the card showing the highest number may get the card and the other player may lose power. This may be used by a comparative language content card.
- Each language has support information such as labels (symbols and signs such as “!” And “?” That are widely used), learners' native language, emotional symbols (emoticons), and intuitive symbols (intuitive symbols). May be replaced. Moreover, such support information may be written together in each language.
- many content cards can be used simultaneously, and the use of various content cards can be used to deceive other learners as pitchers deceive batters by various pitches. By inserting a content card that was previously learned with the current card, the review can be more interesting.
- the language and shot cycle can be expanded within the component, as shown in the middle of FIG. 12, and further challenge the learner, as shown in the middle of FIG. Can do.
- the first question may be designed such that a second question is required.
- a “speaking” component can be used with a “club” component as follows: “Is it too far to use the 3 iron from here?", “Yes, it is too far.””What club will you use from now on?"”I will use the 5 iron from now on.” .
- two parts of the question can be used, making the game more accurate with three power options. Strong, average and weak. : Which club do you want? I want the 4th iron card. Which 4 iron card do you want? I want a medium strength card.
- FIG. A bonus for playing well is a money bonus. As the player plays, the player loses power. For money, the learner must buy power. Instead of buying power without using language, the learned language is again used in structured role play and spoke about shopping and buying power. This cycle is referred to as the “language and purchase cycle”. This enriches the learning experience and increases repetition.
- “Language and purchase cycle” consists of components with language goals as in “Language and shot cycle”. The learner uses the language from the content card in questions and answers to study sequentially through these components and act through potential purchases from start to finish. Content cards can have the same basic grammar as the language and shot cycle, but other cards may have to be designed for new speaking goals in the language and shopping cycle.
- the “Language and Purchase Cycle” is made up of greetings, desires, prices, and decisions.
- the learner starts with a “greeting component” and ends with a “decision component”.
- the greeting component is a basic method for practicing various greetings at a store. Questions and answers about greetings, are you looking for something? / Yes, please. Desire ingredient is a basic way for customers to practice expressing their desires in a store. Do you want drinks questions and answers about desires? / Yes, I want it.
- the price component is the basic way to practice various questions to hear the price. How much are questions and answers about pricing? / $ 3.
- power can be substituted for health level, and after language and shot cycle, pattern language structure (language and health cycle) can be used to visit a doctor or pharmacy.
- the order of these components can be changed or increased.
- another component preference, is added to the student to express emotion. Preferences are also used to ask questions about products: shopping, clothes, golf clubs, etc. This data can be collected as a written survey or using a program on the Internet.
- another ingredient, desire is added to the student to express the desire to buy the product. Desire can be used to ask students if they want a product for a product: shopping, clothes, golf clubs, etc.
- This data can be collected as a written survey or using a program on the Internet. It can be a means of linking the game to a banner ad or sponsor page.
- clothing, product, food, etc. options for the character can be utilized to understand the learner's preferences. This information can be used for better promotion and targeted advertising.
- the course may be made of other geometric shapes, such as circular or octagonal.
- the system in addition to board games, can be used in role-play games, video games, video games by two users in different regions, or point-to-point in a browser.
- the fairway has no effect on the ball, and various places on the course, such as rough, which adversely affect the ball forward / backward / left / right based on the rough card affect the ball. Can affect. This card is taken after landing rough and the balls move randomly according to the card.
- the surface location may have linguistic trivia questions that are rewarded.
- the golf course is associated with an 18-hole grid with shops, hospitals, parking lots, airports, and other locations on the board. Other places are for other language cycles to expand the use of languages in languages and shot cycles.
- the game may be played on a playmat used in a giant (preschool) nursery, kindergarten, etc. instead of a board, and a card or giant dice is used and a piece such as a ball May be navigated.
- these language hints on the arrows can be removed.
- (10-3) Club The club is displayed in the lower right, and the player selects the best club for performing the minimum stroke amount from the beginning to the end.
- dice can be used instead of moving the ball in another game, such as a role play game like “DUNGEONS AND DRAGONS”.
- the language target uses the current progressive language card (ING).
- ING progressive language card
- Language is measured in terms of accuracy and fluency. Both accuracy and fluency affect the ball.
- the goal of accuracy is the use of correct grammar in both direction cards and club cards, as defined by content cards.
- accuracy can be measured in various ways. For example, language accuracy measurement, language usage measurement, language politeness measurement, or language pronunciation measurement. Language accuracy can be measured against a content card on a computer or a database of content cards on a hard drive.
- the goal of fluency is to stop each component in less than 2 minutes and to measure with a stopwatch for both direction cards and club cards.
- the shot is penalized by two yards.
- the ball can travel a distance other than two yards for each error.
- errors can be added to the total score of the shot at the end.
- shots are positively affected by language usage and may not be penalized.
- the question may be practice of the expression and may have multiple choices. It is tested whether the expression of the question is correct or the correct choice has been selected and the result can affect the ball.
- the influence of the language on the ball, left or right and backward or forward can be done by an odd or even number of shots.
- only one variable, accuracy and fluency, can affect the shot.
- a bundle of cards can randomize the language effect on the shot.
- the bunch of cards randomizes the progression of the ball according to accuracy and fluency.
- neither fluency or accuracy results affect the shot. Again, the ball moves in an unpredictable way due to shot cards and direction selection.
- the fluency goal is set by selecting the language and the time required to complete the shot cycle and is described at the top of FIG. In measuring fluency, it can be set and measured for each component, or for the entire shot cycle.
- accuracy and fluency, or other variables can be used, affecting the final score of the hole without affecting the shot.
- shots can be penalized by poor play only after some language errors have been made.
- shots can be rewarded with beneficial shots and gameplay only after some correct answers have been made.
- the learner may be required to take a penalty card after the language and shot cycle, and the shot is penalized according to the card.
- Each hole requires one subbar, so the player can play 6 holes with two green bars. If the player does not get a bogie within the first 6 holes, the power is exhausted and the game ends.
- the power constraint means giving the language learner more motivation to reach a level of proficiency.
- the subbar can change from power to money, and the learner collects money and buys power in the language and shopping cycle.
- the surplus money earned by the player can be used to purchase additional power or golf clubs or golf clothing. Clubs or clothing are useful for golf play or provide additional bonus points.
- the player can use money to buy better quality food and the food has a positive impact on the ball.
- language and game play can be used as a means to exercise linguistically and prepare the language for use in other writings, role play or language programs.
- the fewer learners have a power bar the more desperate the shot.
- an additional penalty card can be added for a language result at a given power level. This allows the learner to perform more role play to buy food. Also, if the power level is low, accuracy or fluency can affect and its random effects can be increased. This enhances the learner's willingness to use the shopping cycle.
- shopping roll play language results can be added to the language and shot cycle.
- the system can be set up as easily through the network, with players playing simultaneously around the world, one player asking a question, and the other player answering the question.
- Languages are exchanged to reach certain goals, such as Englishtown (US Pat. No. 6,741,833, US Pat. No. 7,058,354), and Rosetta Stone (US Pat. No. 7,752,191).
- these patents do not focus on language replacement.
- this language device is incorporated into a speaking device such as Skype for connecting teachers and learners, or connecting learners.
- accuracy and fluency results can be shown as power bars instead of X or O in the table. If the accuracy and fluency results are perfect, the power bar is 100%.
- the evaluation result (the evaluation result of at least one of the question and the answer) for the two players may affect the ball, or the evaluation result (the question and the answer) for one player.
- the evaluation result of at least one of the above may affect the ball.
- the linguistic results of the two players can be compared and both positive results, both negative results, the difference between the two player results, The best result of the player may affect the ball being played.
- both accuracy and fluency, accuracy only, or only fluency affects the language results of the two player configuration.
- a teacher or computer can replace one language learner.
- the computer plays the role of language learner.
- the computer may not play a game, and may ask and answer questions due to language effects on the game.
- the teacher or computer plays a game, competes with the student, and makes an error in the answer, thereby showing the learner other possible errors and the correct answer.
- the language goal may be prior advice of language and shot cycle components.
- the interrogator may be the type of respondent / shooter leader or coach. If the questioner's language or its use is good, the results can affect the answer / shooter, or they can affect the shot the next time they play. Also, at appropriate steps in the shot cycle, the interrogator can give advice to the shooter. This advice (ADVICE COMPONENT) may be expressed as “How about ........?“ ⁇ ”Why do n’t you . «?”. Moreover, you may insert a general conversation into a shot cycle suitably.
- the multiple choices can be used in questions and answers because the multiple choices are good at indicating and contrasting new and known languages.
- the learner can connect the new language and the new object by a learner who is viewing the new language in the multiple choice.
- FIG. 17A and FIG. 17B show another embodiment of language introduction.
- a label on the course near the new object connects the language to the vocabulary.
- the learner can estimate that the new object is a large pond. This allows the learner to understand the language without spending time introducing the language.
- a flash card with the new object can be practiced before adding the object to the language and shot cycle.
- flash cards can be supported by language labels added to the course.
- the learner can click on the golf screen for new objects to show cards, words, meanings.
- the language and objects used by the learner can control the progress of the game. For example, in a conversation in a shot cycle, if the respondent responds “” I aim for the tree. “, The ball is directed toward the tree.
- non-traditional golf surfaces such as tunnels and objects such as mystery cards provide additional language options to increase learning and game play.
- role play can be incorporated into a special space under a “speaking” component.
- One or more spaces are based on a theme such as weather.
- the space can have icons like autumn.
- the learner selects an answer to describe the autumn weather as follows. : How is the weather? A cold, B cool, C hot. What is the temperature? Approximately 0 to 10 degrees centigrade, 10 to 20 degrees centigrade, and 20 to 30 degrees centigrade.
- Another embodiment is a course design that does not use traditional golf objects and obstacles.
- the game can have a tunnel, weather object or mystery card to give the learner, learn new words and use various vocabulary.
- the course may be a movable obstacle or hazard.
- the obstacles may be animals and can be placed on a course that is moved during game play and incorporated into game play and language learning.
- “speaking” can be used to incorporate speaking into the game. For example, speaking-question: what is that? Answer: That is a pig. That is a giraffe, that is a snake. Speak: Question--What does the snake do? Answer: It is biting, it is eating, and it is swimming.
- the movable object can move left, right, forward, or backward simultaneously or one movement at a time according to the set of cards for the animal.
- the animal may be a special hazard and may give additional points or end the game.
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Abstract
Description
以下では、本発明の実施例について詳細に説明する。本発明の実施例に係る外国語練習用装置は、言語の事実および概念を教え、学習し、復習し、使用し、試験し、報酬を与え、かつ楽しむために多くのゲームに組み入れることができる言語装置である。この装置は、外国語を学習する生徒、または母国語を学習する子供によって使用され得る。
英語を母語としない人々に英語を教えた長年(30,000回を超える授業)の間に、発明者は、生徒が言語または文法の原則および事実の学習に苦心するのを見てきた。なぜならば、熟達には、多くのつまらない言語反復を必要とするからである。反復を克服するために、この装置は、言語反復をゲームに取り入れる。多くの学者および文書によって注目されるように、ゲームをして学習することは、優れた、かつ効果的な方法である。
発明者の特許調査を通じて、直接の一致または類似概念はない。本願発明を保護するために、発明者は、先行技術の方法論およびゲームの側面の点において、言語学習がゲームに組み入れられた他のシステムよりも、この装置がいかに優れているかを示す。
言語学習およびゲームに関して、以下のことは、発明者の言語学習方法論が、他の言語学習システムよりも優れていることを示す。
言語学習およびゲームに関して、以下のことは、本願発明のゲーム側面が他のシステムよりもいかに優れているかを試し、かつ示す。
発明者が言語会話の教師であった長年の間、発明者は、言語学習者が次のように外国語学習に苦心することを観察した。
装置の目標は、言語学習をゴルフ、他のスポーツゲームまたはロールプレイゲームのようなゲームを通して刺激することである。言語は、スピーキング成分からなる、言語およびショットサイクルにおいて使用される。各成分は、新規言語を質問および回答に使用し、かつ正確さおよび流暢さの点で測定される。成分は、ゲームをコントロールするために使用され、かつ成分の言語結果は、ゲームまたはゲームのコントロールに影響を及ぼし、従って言語学習者のモチベーションを増加させる。更に、装置内のラベルは、学習を直観的にし、学習を楽しくする。
装置が直観的であるので、言語がいかにしてゲーム、そのスコア、およびその生活に影響を及ぼすかを装置が示すので、生徒は、言語を勉強するモチベーションを更に与えられる。言語結果がゲームプレイに影響を及ぼすので、流暢さおよび正確さが向上する。生徒の受動的かつ能動的な知識は、構造が両方における熟達を要求するので増加する。生徒は、新規言語を質問および回答で使用できる。構造およびラベルは、次のような言語の知識および利用を増加させる。すなわち、いかなる単語を使用すべきか、いかにしてそれらを使用すべきか、いつそれらを使用すべきか、なぜ我々がそれらを使用するか、およびどこでそれらを使用すべきか。即時の言語フィードバックおよび繰り返されるゲームプレイは、生徒をして更なる自信を持って話させる。学習者は、言語のパターンをラベリングから理解することができ、言語の置き換え言語を可能にする。流暢さの圧力および充実があるので、母語との言語翻訳は減少する。教師は、モチベーションを与え、かつ言語を教える新規ツールを所有することとなる。
ゴルフグリッド(格子)は、ゴルフコース上に重ね合わせたボックスで作られ、生徒が、そのショットをマークできるようにする。ショットをマークし、かつホールが終了した後にそのスコアを数えるために、円形マーカが使用される。ショット矢印は、ゴルフ表面上で方向を選択するために使用される。コンテンツカード(言語カード)が使用され、ボールを動かし、かつ生徒がホールの開始から終了まで動くことを支援する。生徒が流暢さの目標を達成することを測定するために、タイマが用いられる。
この装置の核心は、図14に示すような言語およびショットサイクルである。言語およびショットサイクルは、言語学習をゴルフに組み入れる。言語およびショットサイクルは、(ラベルによって定義される)言語目標を有し、かつゴルフに関する会話を行うためのパターンに編成される成分からなる。ラベルが成分を定義するので、言語を導入し、かつ置き換えることは、容易である。各成分において、質問および回答を形成するために言語が使用され、結果は、正確さおよび流暢さの点で測定され、かつ結果は、ショットに影響を及ぼす。最後に、成分の数は拡張または縮小できる。
図14は、言語がいかにしてゲームをコントロール(進行)するかを示す。ゲームは、言語によって影響を及ぼされる。そして、環境が、いかにして良好な言語の利用に関するモチベーションを与えるかを示す。学習者は、この装置をゲーム開始(第1打の打ち出し場所)から使用し、ゲーム終了(ボールがホールに入っている)までボールを進める。
コンテンツカードは、方向成分(方向コントロール)およびクラブ成分(距離コントロール)による言語の練習およびショットのコントロールを可能にする。成分を単語、文法、慣用句および語句の点で表現する様々な方法による多くの様々な種類のコンテンツカードがある。コンテンツカードは、成分を表現する独特な方法であり、かつ各コンテンツカードは、成分に関して大量のコンテンツカードを有する。大量のコンテンツカードは、様々な多項選択カードを用いて成分を表現する独特な方法をテストする。コンテンツカードの表面で、明確な言語が、質問および3つの可能な回答に使用される。正しい回答は、裏面にある。この実施態様において、言語およびショットサイクルは、2つの成分、すなわち、方向成分およびクラブ成分を有する。方向成分は、一束の方向コンテンツカードを有する。クラブ成分は、各一束のクラブコンテンツカードおよびクラブ距離カードを有する。
最初に、方向コンテンツカード上で、言語学習者は、(左、真っ直ぐ、右)から方向の選択肢を選択し、言語多項選択回答から言語回答を選択し、かつ(左、真っ直ぐ、右)選択肢の裏面で回答をチェックする。
1つの利用法の実施態様において、学習者は、言語およびショットサイクルの質問および回答をただ観察するが、学習者は、なおもゲームをすることができる。
学習者の言語の知識が素晴らしいことをテストする多くの可能な方法が示される。コンピュータを用いるもう1つの利用法の実施態様において、学習者は、ゲームをし、かつ音声により、タッチスクリーン、タイプ若しくはマウスクリックにより、または世界中のネットワーク上での質問および回答の交換を用いて質問および回答において言語を使用できる。
言語およびショットサイクルは、パターン化された言語成分からなる。各成分は、定義されたラベルおよび言語目標を有する。すなわち、成分は、パターンに編成され、ゴルフに関する会話を促す。成分が使用され、ボールを飛ばし、かつコントロールし、かつゴルフに関して話される。各成分は、質問および回答において言語を使用して、言語カードから言語をテストする。質問および回答の結果は、ショットに影響を及ぼす正確さおよび流暢さに影響を及ぼす。
言語およびショットサイクル(方向成分およびクラブ成分)に関して、各成分に多数の言語タイプ(単語、動詞の時制、または慣用句または表現)がある。図12の上部は、言語およびショットサイクルにおいて言語置き換えが可能であることを示すが、それは図12の例に限定されない。成分の意味が直観的であり、かつシステムは、語句の容易な置き換えを可能にするので、学習者は、図12の上部に見られるように、その言語知識を速くかつ容易に増加させることが可能である。多くの学習者が、同じことを言うための語彙を増やす上で問題を抱えているので、このシステムは、非常に有益である。置き換え効果は、TOEICまたはTOEFLのようなテストのために語彙を速く増加させる必要のある学習者に使用できる。
一実施態様において、第1の質問は、第2の質問が必要であるように設計され得る。例えば、「話す」成分は、次のように「クラブ」成分と共に使用できる。「ここから3番アイアンを使用するには遠すぎるか?」、「はい、それは遠すぎる。」「あなたはどのクラブをこれから使用するのか?」「私は、5番アイアンをこれから使用する。」。もう1つの例において、二部の質問が使用でき、ゲームを3つのパワー選択肢によって更に正確にする。強い、平均および弱い。:あなたは、どのクラブを望むか?私は、4番アイアンカードを望む。あなたは、いずれの4番アイアンカードを望むか?私は、中強度のカードを望む。
(10-1)プレイ表面(ゲームフィールド)
プレイ表面は、ゴルフコースであり、その上部に重ね合わされた矩形は、選択された方向およびショットカードに従ってショットを容易にナビゲートし、かつ動かすことを容易にする。開始場所は、表面の下部の第1打の打ち出し場所である。生徒は、開始場所を選択する。この選択に会話は不要である。左上の大きな黒い円形は、ホールまたはフィニッシュである。ゲームプレイを容易にするために、円内に6個の矩形がある。
コースをナビゲートし、かつ最良の方向を選択するために、ボールに付された矢印がある。左、真っ直ぐおよび右を指す矢印がある。矢印上の方向ラベルは、方向および言語学習を更に直観的にする。
クラブは、右下に表示され、かつプレイヤは、始めから終わりまで最低ストローク量を行うために最良のクラブを選択する。
記号表は、幾つかの重要な略語を有する。:Aは回答を示し、Oは正しい回答を示し、Xは間違った回答を示し、Qは質問を示す。各言語およびショットサイクルに関して、クラブ成分および方向成分がある。両者とも質問(Q)および回答(A)を有する。質問1号はQ1と略され、かつ回答1号はA1と略され、以下同様である。結果の記録は、図8のように行われ得る。
言語目標は、現在の進行形言語カード(ING)を使用する。言語は、正確さおよび流暢さの点で測定される。正確さおよび流暢さの両方が、ボールに影響を及ぼす。正確さの目標は、コンテンツカードによって定義されるように、方向カードおよびクラブカード両方での正しい文法の使用である。
パワーレベルは、プレイヤが現在有するパワー量を示す。パワーは、バーで与えられる。各バーは、ドリンク、食事およびデザートからなる3本のサブバーを有する。プレイヤは、2本の緑色のバーによって示すように2本のバーによりゲームを開始する。正しい言語の使用および良好なゴルフプレイは、低いスコアをもたらす。低スコアは、次のようにパワーバーによって報酬が与えられる。:イーグル=5本のボーナスバー、バーディ=3本のボーナスバー、パー=2本のボーナスバー、ボギー=1本のボーナスバー、ダブルボギー=0本のボーナスバー。
コースに新規物体を加えることは、生徒の語彙を増加させ得る。木、森、池、大きな池、橋、河川の動物一覧、果物、野菜、キノコ、雪だるまのような、直観的な物体、または全世界的に知られた物体は、それらをゲームに加えることによって速く学習される。1つのみの物体が一度に導入されるならば、学習者は、新規の物体および言語のつながりを速く推定できる。例えば、ボールが大きな池の近くにあり、かつ大きな池が唯一の新規な物体であり、かつ他のゲーム物体が知られているならば、生徒は、大きな池の単語を物体とつなげることが可能である。
スタート位置。
Claims (5)
- 学習者に対する質問を学習対象言語によって提供する質問提供部と、
前記質問に対する回答を認識する回答認識部と、
前記回答に基づいてゲームを実行する実行部と、を備え、
前記実行部は、前記回答の言語学的評価に基づいて、前記ゲームを構成する要素ステップを実行することを特徴とする言語練習用装置。 - 請求項1に記載の言語練習用装置において、
前記要素ステップは、前記回答の言語学的評価に基づいて、前記ゲームに用いられるピースの進行方向または進行距離を決定する進行ステップと、
前記進行ステップに応じて、前記ピースの位置を決定する位置決定ステップと、を含み、
前記質問提供部は、
前記進行方向を決定するための質問要素、または、前記進行距離を決定するための質問要素を前記質問として提供することを特徴とする言語練習用装置。 - 複数のカードを含むカード束と、
ゲームの進行状況を示すための図形が示されたフィールドと、を備え、
各前記カードには、学習者に対する質問、または、学習者に対する予め定められた質問を識別する情報が記載されており、
前記質問は、前記ゲームを構成する要素ステップを実行するための内容を含むことを特徴とする言語教材。 - 請求項3に記載の言語教材において、
前記要素ステップは、前記フィールド上のピースの進行方向または進行距離を決定する進行ステップを含み、
前記質問は、前記進行方向または前記進行距離を決定するための質問要素を含むことを特徴とする言語教材。 - 学習者に対する質問を学習対象言語によって提供する質問提供処理と、
前記質問に対する回答を認識する回答認識処理と、
前記回答に基づいてゲームを実行する実行処理と、
をコンピュータに実行させ、
前記実行処理は、前記回答の言語学的評価に基づいて、前記ゲームを構成する要素ステップを実行する処理であることを特徴とする言語練習用プログラム。
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JP4108113B1 (ja) * | 2007-04-10 | 2008-06-25 | 靖雄 角井 | カード式学習具、学習装置、学習装置用プログラムおよびその記憶媒体 |
JP2011143093A (ja) * | 2010-01-15 | 2011-07-28 | Tomy Co Ltd | カードゲーム装置 |
CN201613006U (zh) * | 2010-03-19 | 2010-10-27 | 吴健 | 儿童智力游戏盘 |
US8727781B2 (en) * | 2010-11-15 | 2014-05-20 | Age Of Learning, Inc. | Online educational system with multiple navigational modes |
JP2012215645A (ja) * | 2011-03-31 | 2012-11-08 | Speakglobal Ltd | コンピュータを利用した外国語会話練習システム |
JP6045175B2 (ja) * | 2012-04-05 | 2016-12-14 | 任天堂株式会社 | 情報処理プログラム、情報処理装置、情報処理方法及び情報処理システム |
US20140295383A1 (en) * | 2013-03-29 | 2014-10-02 | Carlos Rodriguez | Processes and methods to use pictures as a language vehicle |
US20150165307A1 (en) * | 2013-12-12 | 2015-06-18 | Audrey Clausen | Conversational Board Game |
CN204034237U (zh) * | 2014-03-07 | 2014-12-24 | 广州石化中学 | 一种游戏化教育棋 |
US10695658B2 (en) * | 2014-11-11 | 2020-06-30 | Dayrofa Company For Games (W.L.L.) | Educational and socially interactive learning game and method |
-
2015
- 2015-07-23 JP JP2015145488A patent/JP6032660B1/ja active Active
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2016
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- 2016-07-21 KR KR1020187005334A patent/KR102597551B1/ko active IP Right Grant
- 2016-07-21 CA CA3030378A patent/CA3030378A1/en active Pending
- 2016-07-21 CN CN201680043346.7A patent/CN107851400B/zh active Active
- 2016-07-21 WO PCT/JP2016/071343 patent/WO2017014251A1/ja active Application Filing
Patent Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
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JP2012042503A (ja) * | 2010-08-12 | 2012-03-01 | Chie Yamamoto | インターアクティブ・ビデオシステム |
JP2012090802A (ja) * | 2010-10-27 | 2012-05-17 | Denso It Laboratory Inc | アミューズメント装置 |
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CA3030378A1 (en) | 2017-01-26 |
KR20180033257A (ko) | 2018-04-02 |
US20180211560A1 (en) | 2018-07-26 |
CN107851400B (zh) | 2020-11-13 |
JP6032660B1 (ja) | 2016-11-30 |
CN107851400A (zh) | 2018-03-27 |
KR102597551B1 (ko) | 2023-11-02 |
JP2017026831A (ja) | 2017-02-02 |
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